Found 4403 matches

Blaze Scimitar, Divine
Level: 16 Price: 162,000 Bulk: 1 Damage: 8d6 F Critical:

burn

2d8 Special:

Bright, powered (capacity 40, usage 2)

Blazing Orbit
[Level: 6]

As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. You can’t move through another creature’s space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter.

When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage; see page 273).

Bleeding
[Level: 5]

The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.

Bleeding Shot
[Level: 6]

For your debilitating trick, you can afflict your target with an amount of bleed damage equal to your operative level.

Blind-Fight

You are skilled at attacking opponents you can’t clearly see.

Blindmark Rifle, Banshee
Level: 19 Price: 585,000 Bulk: 1 Damage: 8d8 So Critical:

Sicken

Range: 120 ft. Capacity: 80 charges Usage: 10 Special:

Echo, Stun

Blindmark Rifle, HFD
Level: 13 Price: 51,000 Bulk: 1 Damage: 4d8 So Critical:

sicken

Range: 100 ft. Capacity: 40 charges Usage: 8 Special:

echo, stun

Blindmark Rifle, LFD
Level: 8 Price: 9,800 Bulk: 1 Damage: 2d8 So Range: 80 ft. Capacity: 40 charges Usage: 5 Special:

echo, stun

Blindmark Rifle, Thunderstrike
Level: 3 Price: 1,400 Bulk: 1 Damage: 2d4 So Critical:

Range: 60 ft. Capacity: 20 charges Usage: 2 Special:

Echo, Stun

Blindsense

Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat- footed against attacks from creatures it can’t see.